Strategy Game-Playing with Size-Constrained State AbstractionLinjie Xu, Diego Perez-Liebana, Alexander Dockhorn
Playing strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In recent works, state abstraction has been applied to search-based game AI and has brought significant performance improvements. State abstraction techniques rely on reducing the search space, e.g., by aggregating similar states. However, the application of these abstractions is hindered because the quality of an abstraction is difficult to evaluate. Previous works hence abandon the abstraction in the middle of the search to not bias the search to a local optimum. This mechanism introduces a hyper-parameter to decide the time to abandon the current state abstraction. In this work, we propose a size-constrained state abstraction (SCSA), an approach that limits the maximum number of nodes being grouped together. We found that with SCSA, the abstraction is not required to be abandoned. Our empirical results on $3$ strategy games show that the SCSA agent outperforms the previous methods and yields robust performance over different games. Codes are open-sourced at https://github.com/GAIGResearch/Stratega.
Mildly Constrained Evaluation Policy for Offline Reinforcement LearningLinjie Xu, Zhengyao Jiang, Jinyu Wang et al.
Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a \textit{Mildly Constrained Evaluation Policy (MCEP)} for test time inference with a more constrained \textit{target policy} for value estimation. Since the \textit{target policy} has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3BC (Fujimoto & Gu, 2021), AWAC (Nair et al., 2020) and DQL (Wang et al., 2023) algorithms. The empirical results on D4RL MuJoCo locomotion, high-dimensional humanoid and a set of 16 robotic manipulation tasks show that the MCEP brought significant performance improvement on classic offline RL methods and can further improve SOTA methods. The codes are open-sourced at \url{https://github.com/egg-west/MCEP.git}.
9.2LGApr 15, 2024Code
Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement LearningLinjie Xu, Zichuan Liu, Alexander Dockhorn et al.
One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate $3$ MARL methods on $6$ SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://anonymous.4open.science/r/rr_for_MARL-0D83/.
Portfolio Search and Optimization for General Strategy Game-PlayingAlexander Dockhorn, Jorge Hurtado-Grueso, Dominik Jeurissen et al.
Portfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games. We first review existing portfolio techniques and propose a new algorithm for optimization and action-selection based on the Rolling Horizon Evolutionary Algorithm. Moreover, a series of variants are developed to solve problems in different aspects. We further analyze the performance of discussed agents in a general strategy game-playing task. For this purpose, we run experiments on three different game-modes of the Stratega framework. For the optimization of the agents' parameters and portfolio sets we study the use of the N-tuple Bandit Evolutionary Algorithm. The resulting portfolio sets suggest a high diversity in play-styles while being able to consistently beat the sample agents. An analysis of the agents' performance shows that the proposed algorithm generalizes well to all game-modes and is able to outperform other portfolio methods.
Deep Multi-Task Augmented Feature Learning via Hierarchical Graph Neural NetworkPengxin Guo, Chang Deng, Linjie Xu et al.
Deep multi-task learning attracts much attention in recent years as it achieves good performance in many applications. Feature learning is important to deep multi-task learning for sharing common information among tasks. In this paper, we propose a Hierarchical Graph Neural Network (HGNN) to learn augmented features for deep multi-task learning. The HGNN consists of two-level graph neural networks. In the low level, an intra-task graph neural network is responsible of learning a powerful representation for each data point in a task by aggregating its neighbors. Based on the learned representation, a task embedding can be generated for each task in a similar way to max pooling. In the second level, an inter-task graph neural network updates task embeddings of all the tasks based on the attention mechanism to model task relations. Then the task embedding of one task is used to augment the feature representation of data points in this task. Moreover, for classification tasks, an inter-class graph neural network is introduced to conduct similar operations on a finer granularity, i.e., the class level, to generate class embeddings for each class in all the tasks use class embeddings to augment the feature representation. The proposed feature augmentation strategy can be used in many deep multi-task learning models. we analyze the HGNN in terms of training and generalization losses. Experiments on real-world datastes show the significant performance improvement when using this strategy.